« 002. JOHNNY - NORMAL MOVES - GUILTY GEAR: ACCENT CORE »
5P: Very fast, useful for tick throws but not much else.
5K: Fast, large hitbox. Good for hitconfirming into big damage or knockdown.
Close 5S: Fast, safe on guard without Mist Cancel.
Far 5S: Fairly fast, lots of horizontal range. Leads to big damage but whiffs over shorter characters even while standing.
5HS: Slow, but useful for pressure and hitconfirms. Doubles as anti-air for when opponents are out of 6P range.
5D: Very slow, reactable overhead. Standard Dust.
6P: Fast, invincible for a long time and a good amount of vertical range. Staple anti-air and launcher.
6K: Fast, decent horizontal range but not much else. FRC is useful for tick throws and Gold Burst gimmicks.
6HS: Very slow, but deals a lot of damage. Moves Johnny's hitbox back a bit, so can be used to bait slow attacks.
2P: Very fast, useful for tick throws and escaping pressure.
2K: Very fast, decent range. Makes for a good meaty.
2S: Fast, very good range. Has more priority and leads to more damage than 2K. Also a good meaty.
2HS: Very fast, but lots of recovery. Mostly used to get out of pressure. Cannot be Mist Cancelled, but can be cancelled into 5D.
2D: Fairly fast, scores knockdown. Useful for landing coins and Bacchus Sigh setups.
3HS: Slow, can be used to beat reversals at certain distances. Good for pressure and hitconfirms.
j.P: Very fast, safe on guard. It has very little range though, so it sees little use outside of combos.
j.K: Fast, decent range. A staple jump in/crossup move.
j.S: Fast, very good horizontal range. Great jump in/crossup move.
j.HS: Slow, very good vertical range below Johnny. Good for punishing whiffs air to ground.
j.D: Fast, launches opponent on air hit. Mostly used for positioning in air combos ending with Ensenga.
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